Pokémon All-22Football field guidePlay football
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All-22 scouting department

Pokémon All 22 stats & strategy

What makes a Pokémon good at each position. One grading system runs the whole site: the 17–0 and 151 Challenges, the Fantasy Draft, and ALL-22 BOWL and ALL-22 PRO. Every position looks at its own mix of stats, some care about size, and a few types get a small bonus.

The exact numbers stay secret, because scouting players by eye is half the fun. This tells you what to look for.

ALL-22 · Scouting Guide

What each position looks for

Key Helps A small part Doesn't count there

Offense

What each offensive position looks for
Position HP ATK DEF SP. ATK SP. DEF SPEED HEIGHT WEIGHT Type bonus
QBQuarterbackThrows the passes and runs the offense. Hit Points: helps Attack: a small part Defense: doesn't count Special Attack: key Special Defense: helps Speed: helps Height: doesn't count Weight: doesn't count Type bonus: PsychicNormalDragon
HBHalfbackThe main ball carrier, through tacklers and around them. Hit Points: helps Attack: key Defense: a small part Special Attack: doesn't count Special Defense: doesn't count Speed: key Height: doesn't count Weight: a small part Type bonus: FightingGroundNormal
FBFullbackLead blocker and short-yardage runner. Hit Points: helps Attack: key Defense: key Special Attack: doesn't count Special Defense: doesn't count Speed: doesn't count Height: doesn't count Weight: key Type bonus: RockGroundFightingNormal
SLOTSlot receiverA quick receiver lined up inside. Replaces the fullback in the slot offense. Hit Points: a small part Attack: helps Defense: doesn't count Special Attack: a small part Special Defense: helps Speed: key Height: doesn't count Weight: doesn't count Type bonus: ElectricFlyingFairy
WRWide receiverRuns routes and catches passes downfield. Two per team. Hit Points: doesn't count Attack: helps Defense: doesn't count Special Attack: helps Special Defense: a small part Speed: key Height: a small part Weight: doesn't count Type bonus: ElectricFlying
TETight endHalf blocker, half receiver. Hit Points: helps Attack: helps Defense: helps Special Attack: doesn't count Special Defense: doesn't count Speed: helps Height: a small part Weight: helps Type bonus: FightingWater
OLOffensive lineTwo tackles, two guards and a center. They block for everyone else. Hit Points: helps Attack: a small part Defense: key Special Attack: doesn't count Special Defense: a small part Speed: doesn't count Height: doesn't count Weight: key Type bonus: RockSteelGroundFighting

Defense

What each defensive position looks for
Position HP ATK DEF SP. ATK SP. DEF SPEED HEIGHT WEIGHT Type bonus
DEDefensive endRushes the passer and sets the edge on runs. Two per team. Hit Points: helps Attack: key Defense: a small part Special Attack: doesn't count Special Defense: doesn't count Speed: key Height: doesn't count Weight: helps Type bonus: FightingDarkDragon
NTNose tackleThe big body in the middle of a 3-4 line. Hit Points: helps Attack: helps Defense: helps Special Attack: doesn't count Special Defense: doesn't count Speed: doesn't count Height: doesn't count Weight: key Type bonus: RockGroundSteelFighting
DTDefensive tackleThe two inside linemen of a 4-3 front. Hit Points: helps Attack: key Defense: helps Special Attack: doesn't count Special Defense: doesn't count Speed: a small part Height: doesn't count Weight: key Type bonus: RockGroundSteelFighting
OLBOutside linebackerRushes the passer and chases runs to the sideline. Two per team. Hit Points: helps Attack: key Defense: helps Special Attack: doesn't count Special Defense: a small part Speed: key Height: doesn't count Weight: doesn't count Type bonus: FightingDarkBug
ILBInside linebackerPlugs runs up the middle and covers short passes. Two in a 3-4. Hit Points: helps Attack: key Defense: key Special Attack: doesn't count Special Defense: a small part Speed: helps Height: doesn't count Weight: doesn't count Type bonus: FightingDarkGround
MLBMiddle linebackerThe leader in the middle of a 4-3. Hit Points: helps Attack: key Defense: helps Special Attack: doesn't count Special Defense: helps Speed: helps Height: doesn't count Weight: doesn't count Type bonus: FightingDarkGround
CBCornerbackCovers receivers one-on-one. Two per team. Hit Points: doesn't count Attack: a small part Defense: helps Special Attack: doesn't count Special Defense: helps Speed: key Height: a small part Weight: doesn't count Type bonus: FlyingDarkGhost
SSafetyThe last line of defense, deep in coverage. Two per team. Hit Points: helps Attack: doesn't count Defense: helps Special Attack: a small part Special Defense: key Speed: key Height: doesn't count Weight: doesn't count Type bonus: FlyingPsychic

Kicker: not part of a challenge's Team Score. In the games, Sp. Atk and Attack make the strongest legs.

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How a team is graded

Height and weight

Height only matters for wide receivers, tight ends and cornerbacks: taller players win jump balls and cover more ground. It tops out around 7'3", so anything taller gets no extra credit. Seviper's 8'10" does nothing for him at linebacker.

Weight matters most on the lines (offensive line, nose tackle, defensive tackle) and at fullback, and a little for halfbacks, defensive ends and tight ends. It counts on a sliding scale: going from 50 to 100 lb is worth as much as going from 400 to 800 lb.

The special stats

Sp. Atk and Sp. Def aren't about offense and defense. Sp. Atk is arm and touch: it's the quarterback's key stat and helps receivers and safeties. Sp. Def is composure and reading the play: it matters for quarterbacks, cornerbacks and safeties, and a little for receivers and linebackers. Pass rushers win with Attack and Speed.

Types

Some types get a small bonus at certain spots, listed in the chart with the biggest first: Psychic quarterbacks, Rock and Steel linemen, Fighting pass rushers, Electric and Flying receivers and more. It's a nudge on top of the stats. It can settle a close call, but it won't save a bad fit.

In ALL-22 BOWL and ALL-22 PRO

Both games use the same fit ratings: a Pokémon in the right spot plays better at everything. On top of that, the stats drive the action on the field:

Quick answers

Do the challenges and the games grade players the same way?

Yes. The 17–0 and 151 Challenges, the Fantasy Draft and both games use the same ratings. The free builder doesn't grade your team at all.

Should my guards have high Defense or high HP?

Both help, but Defense and Weight matter most for linemen, then HP. Rock and Steel get the biggest type bonus there.

Would an edge rusher want Sp. Atk or Sp. Def?

Neither, really. Defensive ends and outside linebackers win with Attack and Speed.

Why can't I see each Pokémon's exact rating?

That's the challenge: you scout by eye. This guide tells you what to look for, and the rest is your call.

Build a stronger starting 22

All 22 Pokemon best-team strategy

The best team depends on your Pokémon pool, formation and the picks available. A high base-stat total alone does not guarantee a strong football player: the same Pokémon can grade very differently at quarterback, cornerback or offensive tackle.

Plan your premium positions

Quarterback, pass rushers and cornerbacks have the largest influence on the team score. For quarterback, start with Special Attack and then check Special Defense, HP and Speed. Fast receivers and corners help the passing game on both sides of the ball. Pass rushers need Attack with enough Speed to reach the quarterback.

Build the line, then repair weak spots

Weight, HP and Defense matter on the offensive line. A large Pokémon with poor durability can still leave a weakness, so compare the whole role rather than choosing by appearance. The team's four weakest positions pull down its overall grade. Upgrading one of those positions can help more than adding another star to an already strong unit.

Pick a formation before you draft

A 3-4 defense uses three down linemen and four linebackers; a 4-3 uses four down linemen and three linebackers. On offense, a fullback adds another blocking role, while Slot uses an extra receiving role. Choose the formation that suits the pool you want to draft, then reserve suitable players for the positions it creates.

Manage each challenge's limits

The 17–0 Challenge gives you a region and type each round, a limit of three Legendary or Mythical Pokémon, and one reroll for each filter. Save a flexible pick for a role with few good alternatives. In the 151 Challenge, you get one random Kanto Pokémon at a time and five rerolls for the entire draft. Place each pick with the remaining open positions in mind.

Read your score and season together

A team grade reflects position fit and roster balance. The simulated 17-game record also depends on the run's matchups and random outcomes, so a stronger grade improves your chances without guaranteeing 17–0. Compare several drafts, check where weak positions recur, and adjust your next picks.

Build your Pokemon All 22 team